Send the link below via email or IMCopy
Present to your audienceStart remote presentation
- Invited audience members will follow you as you navigate and present
- People invited to a presentation do not need a Prezi account
- This link expires 10 minutes after you close the presentation
- A maximum of 30 users can follow your presentation
- Learn more about this feature in our knowledge base article
Do you really want to delete this prezi?
Neither you, nor the coeditors you shared it with will be able to recover it again.
Make your likes visible on Facebook?
You can change this under Settings & Account at any time.
Chapter 4: Multiple Representation
Transcript of Chapter 4: Multiple Representation
and Melanie Chapter 4: Multiple Representation 4.1.7 Multiple Representation There are 4 different ways to represent data: 4.2.1 System of Equation Vocab. The Equal Value Method Rule x => y Table Graph Pattern Ex: y = 5x - 2 Ex: Ex: [ Complete the Reset ] Ex: All are reversible to each other Intersection Point of intersection: Where two or more lines/ curves meet. SIGNIGICANT BECAUSE IT DEPENT ON THE PROBLEM. System of Equation Tile Pattern Two or more lines/ curves used to find a point of intersection Equal Value Method: non-graphing method to find the point of intersection or solution to a system of equations -2x + 5 = x - 1 y = -2x + 5 (2,1) Using y = mx + b form Write Solution in ordered Paired 3 8 13 18 23 28 How will Fig. 4 look like? Graph Rule Table Pattern Goes By a Specific Pattern Area:
Perimeter: 1 1 1 1 1 1 1 1 1 1 1 1 12 Units 1 1 1 1 5 Units^2 1 AREA:
PERIMETER: 17 Units^2 36 Units y-intercept constant growth y-intercept (0,1) growth=
3 Vocab. to Remeber - Tile Pattern Did you see that Graph? That line in the graph there is something unique about it.
It is a straight line. It is called a linear line. - X --> Y table - Graph - Rule - Linear Vocab Alert! - Point of intersection -System of Equation -3x = -6 x = 2 y = -2(2) + 5 y = 1 Final Vocab Alert! - Equal Values Method - Solving an Equation Learning Log- 4.1.2 To figure out the #s in the rule FROM a pattern. We first looked for the growth, and went backwards to Figure 0. So then the rule went to this: Ex. 4-11 y = 2x + 3 FIGURE NUMBER FIGURE 0 CONSTANT
GROWTH Learning Log- 4.1.3 The GROWTH is shown in a rule by being multiplied by the figure number. Y = 5x + 2 GROWTH The Growth is shown in a graph by if its increasing or decreasing Determining which pattern goes faster it should be a graph to see the progress or compared all by a specific figure # Learning Log- 4.1.4 Y = mx + b constant growth Figure 0/ Y-intercept You can see it in each Figure Number because you can substitute "x" for any figure number and it will work. (X , Y )